Suppr超能文献

教师和学生对健康科学高等教育中基于游戏的学习的看法。

Faculty and students perspectives towards game-based learning in health sciences higher education.

作者信息

Abou Hashish Ebtsam Aly, Al Najjar Hend, Alharbi Maani, Alotaibi Manar, Alqahtany Meaad Maady

机构信息

College of Nursing - Jeddah, King Saud bin Abdul-Aziz University for Health Sciences, Jeddah, Saudi Arabia.

King Abdullah International Medical Research Center, Jeddah, Saudi Arabia.

出版信息

Heliyon. 2024 Jun 14;10(12):e32898. doi: 10.1016/j.heliyon.2024.e32898. eCollection 2024 Jun 30.

Abstract

BACKGROUND

Game-Based Learning (GBL) is an innovative pedagogical approach that utilizes digital applications to enhance health sciences higher education. Therefore, analyzing faculty and students' perspectives on GBL can help educational administrators, educators, and researchers tailor GBL to students' needs.

PURPOSE

This study aimed to explore faculty (teachers) and students' perspectives towards GBL in health sciences higher education. Further to identify barriers affecting the use of GBL as well as recommendations for its use from their perspectives.

METHODS

A descriptive-qualitative approach was conducted at a Saudi university. A total of 42 semi-structured interviews were completed with a purposive sampling of 22 faculty members and 20 students until data saturation. The data were analyzed using a thematic content analysis approach.

RESULTS

Faculty members and students reflected on their personal experiences using GBL, and the data presented seven themes and 30 categories emerged from the content analysis: common digital apps, purpose and uses, effect or benefits of GBL, personal experience with GBL, challenges and barriers affecting the use of digital games, and recommendations for educators on using GBL apps.

CONCLUSION

The experiences of both students and faculty demonstrated that GBL can enhance classroom learning and complement traditional teaching approaches in health sciences higher education. GBL's safe, immersive environment lets students practice many generic skills, boosting interest, motivation, and peer-mediated learning. Faculty and students shared their GBL experiences, responsibilities, and enthusiasm. Health sciences higher education institutions should consider ways to increase flexibility in providing resources and training to educators who want to build and use the GBL approach in their classroom.

摘要

背景

基于游戏的学习(GBL)是一种创新的教学方法,它利用数字应用程序来加强健康科学高等教育。因此,分析教师和学生对GBL的看法有助于教育管理人员、教育工作者和研究人员根据学生的需求调整GBL。

目的

本研究旨在探讨健康科学高等教育中教师(教员)和学生对GBL的看法。进一步确定影响GBL使用的障碍以及从他们的角度出发对其使用的建议。

方法

在一所沙特大学采用描述性定性研究方法。通过目的抽样对22名教员和20名学生进行了总共42次半结构化访谈,直至数据饱和。使用主题内容分析法对数据进行分析。

结果

教员和学生反思了他们使用GBL的个人经历,内容分析得出了七个主题和30个类别:常见数字应用程序、目的和用途、GBL的效果或益处、GBL的个人体验、影响数字游戏使用的挑战和障碍,以及给教育工作者使用GBL应用程序的建议。

结论

学生和教员的经历都表明,GBL可以加强课堂学习,并补充健康科学高等教育中的传统教学方法。GBL安全、沉浸式的环境让学生能够练习许多通用技能,提高兴趣、动力和同伴介导的学习。教员和学生分享了他们的GBL经历、责任和热情。健康科学高等教育机构应考虑如何增加灵活性,为那些希望在课堂上构建和使用GBL方法的教育工作者提供资源和培训。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fa69/11252856/0ebdd5ca3367/gr1.jpg

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍。

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

文档翻译

学术文献翻译模型,支持多种主流文档格式。

立即体验